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This bug is driving me insane


StantonCree

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So I made a mod a while back that neatly puts all the perk magazines in a metal box outside of vault 111 in the elevator control pod. A couple of weeks ago someone reported a bug regarding disappearing walls and textures inside the GeneralAtomicsFactory01 cell where one of the Tesla Science magazines is... Now I remade the mod from scratch, completely. Not a single fricking thing was moved or deleted. All I did was in that specific cell was, set the Tesla magazine to Initially Disabled so that there is no duplicates. Now the damn thing was NOT referenced by anything, it was not part of any quest, script or nothing. So I don't understand why or where the issue is coming from? I looked on google and someone said something about hardware and not having enough memory.. but I got 32gb's of memory, gtx 960 4gb and an i7 4790k so hardware is not an issue..

 

Can someone please help me figure this out?

 

I put a video to help show exactly whats going on:

https://www.youtube.com/watch?v=-QrBNjxRArI&feature=youtu.be

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Looks like previs failure right there. Never ceases to be a pita. Your disabling of the magazine has triggered broken previs. Sad really.

 

If you really want that mag disabled, and want this fixed, try going up to world/cell menu and run the "generate visibility for current cell" option and wait for it to complete. Then save and test. Oh and be sure to backup your file first.

 

Now if it's worse after doing that,youll have to do the whole procedure. Your mods file size will bloat a bit. Best also to pack all this into Ba2 when done generating.

 

Full procedure

Run "generate precombined meshes for current cell"

When done, run "generate visibility for current cell"

Then when that's done, run "generate precombined visibility for loaded cell"

 

Save and pack ba2 and test.

 

Though honestly, easier to just leave the mag and state why. Again, never ceases to be a pita this system.

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Edit: SMB92 beat me to it. :tongue:

Looks like a problem with precombined meshes. Load your mod in FO4Edit and look if you edited a reference in that cell that is in brackets:

ITMKeGZ.jpg


References in brackets are part of the PreVis system and changing them can lead to these graphical issues.

Edits like these should not be made:

jSNcMHj.jpg



Or maybe something was changed in the fields I marked with an X:

qDpBCoJ.jpg



Such things can happen unintentionally when working with the Craetion Kit.

I looked on google and someone said something about hardware and not having enough memory.


That's the standard respone from dumb users that have zero knowledge on how this game engine works. Or they suggest to use the latest drivers... I could slap them in the face everytime when I read stuff like this.

Edited by Ablaze666
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Looks like previs failure right there. Never ceases to be a pita. Your disabling of the magazine has triggered broken previs. Sad really.

 

Though honestly, easier to just leave the mag and state why. Again, never ceases to be a pita this system.

 

 

Edit: SMB92 beat me to it. :tongue:

 

Looks like a problem with precombined meshes. Load your mod in FO4Edit and look if you edited a reference in that cell that is in brackets:

 

Thank you both for taking the time to help me out on this. I managed for fix the problem in this cell completely using the information you gave me. What fixed my problem was loading the Automatron DLC along with Fallout4.esm then generating the meshes and visibility for both of them again. Since Automatron makes use of this cell it would cause issues for people who play with this DLC.

 

Now I have to check every vanilla cell that has been modified by a DLC to see of these errors don't happen again(such fun). I can't believe how a simple mod like this can cause these problems. This really just proves how bad this engine is.

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Were you able to replicate the bug? Because, as you said, your mod touched nothing in that cell except the magazine, and the magazine us bitpart of a precombined mesh (and so doesn't break precombineds). I just downloaded your mod, edited the cell record to match DLCRobot.esm, and loaded it (no .ba2 loaded, just the plugin). Precombineds/previs were perfectly fine.

 

Maybe your old version was sloppy and touched other records, but if it wasn't then it wouldn't break precombineds. As Ablaze mentioned, any placed object with brackets is part of a precombined mesh, and touching one will break the precombineds/previs system unless you remake them (as you did in your 2.0 release).

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Were you able to replicate the bug? Because, as you said, your mod touched nothing in that cell except the magazine, and the magazine us bitpart of a precombined mesh (and so doesn't break precombineds). I just downloaded your mod, edited the cell record to match DLCRobot.esm, and loaded it (no .ba2 loaded, just the plugin). Precombineds/previs were perfectly fine.

 

Maybe your old version was sloppy and touched other records, but if it wasn't then it wouldn't break precombineds. As Ablaze mentioned, any placed object with brackets is part of a precombined mesh, and touching one will break the precombineds/previs system unless you remake them (as you did in your 2.0 release).

 

I have remade them for 2.0 thats why they are now working. In the old versions I just straight out delete the stuff and not set them to initially disabled(not that it made much difference). From the cells I went and tested out I couldn't see this bug repeating. If need be and this happens in other cells I will patch it.

Edited by StantonCree
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